Active Video Game Playing in Children and Adolescents With Cystic Fibrosis: Exercise or Just Fun?

Respir Care. 2015 Aug;60(8):1172-9. doi: 10.4187/respcare.03576. Epub 2015 Apr 21.

Abstract

Background: Xbox Kinect has been proposed as an exercise intervention in cystic fibrosis (CF), but its potential has not been compared with standard training modalities.

Methods: Using a crossover design, subjects were randomized to 2 intervention groups: Xbox Kinect and a traditional stationary cycle. Heart rate, SpO2, dyspnea, and fatigue were measured. Subject satisfaction was tested.

Results: Thirty subjects with CF (11 males, mean ± SD age of 12 ± 2.5 y, mean ± SD FEV1 of 73 ± 16% of predicted) were enrolled. Xbox Kinect provided a cardiovascular demand similar to a stationary cycle, although the modality was different (interval vs. continuous). Maximum heart rates were similar (P = .2). Heart rate target was achieved more frequently with a stationary cycle (P = .02). Xbox Kinect caused less dyspnea (P = .001) and fatigue (P < .001) and was more enjoyable than a stationary cycle (P < .001).

Conclusions: Subjects preferred Xbox Kinect for its interactivity. Xbox Kinect has the potential to be employed as an exercise intervention in young subjects with CF, but investigation over longer periods is needed.

Keywords: Xbox Kinect; active video game; children; cystic fibrosis; exercise; gaming console; physical activity.

Publication types

  • Randomized Controlled Trial

MeSH terms

  • Adolescent
  • Child
  • Cross-Over Studies
  • Cystic Fibrosis / complications
  • Cystic Fibrosis / psychology
  • Cystic Fibrosis / rehabilitation*
  • Dyspnea / etiology
  • Exercise / physiology*
  • Exercise Test
  • Exercise Therapy / methods*
  • Exercise Therapy / psychology
  • Exercise Therapy / statistics & numerical data
  • Exercise Tolerance
  • Fatigue / etiology
  • Female
  • Heart Rate
  • Humans
  • Male
  • Patient Satisfaction
  • Video Games*